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The Spirit Realm • View topic - Made it to Plane of Time...looking for advice

Made it to Plane of Time...looking for advice

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Made it to Plane of Time...looking for advice

Postby Kellenial » Thu Apr 27, 2006 1:43 am

Last weekend, our guild's coalition beat Xegony, who was the final step for getting Time-flagged. In May, We're planning on starting to hunt there. I know for many of you this was years ago that you were doing Time. I'd be interested in any tips and pointers you all might be willing to share. I'm not looking for strategies to taking out the various mobs, but just a general idea of what to expect. Also, I'd be interested in getting information on how the whole instancing concept of Time works, especially when it involved multiple days. Thanks.

P.S. I'm not really looking for any info on loot, as to me the experience of going is the main reward and the loot is just frosting.
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Postby Zaviax » Thu Apr 27, 2006 2:11 am

Heya bro, gratz on Time! :)

Let's see if I remember this right...

There's 6 phases to time total where each one you are given a time frame to beat them. Whatever time you have left over is added to the next phase. So you have one hour to complete Phase 1 and another hour to beat Phase 2. Let's assume you do phase one in 30 mins. That would mean you'll have 90 mins to beat phase 2.

The run down is like this...

1 hour for Phase 1
1 hour for Phase 2
1 hour for Phase 3
1 hour per god for Phase 4 (Up to 4 hours)
1 hour per god for Phase 5 (Up to 4 hours)
2 hours for Phase 6 (Quarm)

Now, I think respawn times are, 6 hours for phase one, 3 days for phase two and three and 7 days for the gods and Quarm.

So if you do a run in Time and get to Phase 4 and take down both TT and Sarynn and call it a night there then log in the next day, you'll have to do Phase 1 over again but Phase 2 and 3 will be down and you can go right to Phase 4 but Sarynn and TT will still be down and you'll have to deal with the Zek brothers to continue. Had you waited 4 days to try again, Phase 2 and 3 would be up but Sar and TT would still be down.

The important thing is that the guild all raid together (no pick up time raids or joining other guilds on their time runs) so that everyone is on the same timer.

Time is a lot of fun those first few runs. You're gonna love it. Good luck on your TA! :)
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Postby taraddar » Thu Apr 27, 2006 3:04 am

Now this may not be accurate anymore since we haven't done plane of time in ages, since before it was fully instanced but I don't think any of it has changed.

Zaviax gives a good overview. I beleive phase 3 is actually hour and 15 minutes or hour and a half but not positive. What ever the timing is it tells you in zone wide emotes as you progress threw each phase. I also wanna say that the respawn for p1 2 hours for dummies and 12 hours for loot. What I mean is that if you fail phase 2 for example because you run out of time phase 1 will have respawned but you will get non loot versions of the named. Pretty much if you have to come back to time and start clearing again you'll have to fight threw phase 1. If it's been more than 12 hours you'll get loot bosses.

The instance it's self was just automagical. You zone in and it just creates an instance for your raid. No npc to talk to or anything else it just pops up. There was no lock out and you could get the instance as long as you had a raid of 18? and as mentioned the mobs have a respawn time like the zone wasn't instanced. Also once you get past phase 2 it will automatically zone you into the phase your at. So if you've cleared phase 3 and someone zones in they get ported to the starting room of phase 4, just like someone clicking on the portal in phase 3. Biggest up shot of this is if you've finished a phase you can't bring someone in to loot something off the boss because they will end up at the next phase with no way to come back. As for his no raiding with pick ups it basically boils down to it not letting zone into an instance that has more mobs up than your timer says you should have. If you did a pick up and cleared phases 1-3 you wouldn't be able to join your guild until they finished phase 3 and caught up to where the pick up had been.

Some specifics of phase 1.
There are 5 sections. 1 for each of the 4 elements and one for undead. Each section can hold a max of 18 people and is some form of trial dealing with a boss and adds in some combination. For example for air you zone in and 4 birds spawn. As you kill the birds an non targetable, non aggro bird spawns by the door. Once you kill the 4th bird the boss spawns and the 4 birds come to life. 2 can be mezed, 2 have to be tanked and you have to kill the boss and all 4 birds to complete the trial. Typically people have everyone bind right outside time since most guild start with 3 sets of 3 groups with 54 people and 2 of the sets have to tl out, run back and do a different trial. I'd heard some stuff way back in the day that phase 1 could only hold 54 people max but I can't say we ever really tested it out as a guild. You should be able to find spoilers on all 5 trials on the web but they shouldn't be that hard any more you just have to plan for tanks and healers for the right trials.

Once you complete phase 1 the doors unlock and open up to p2. In phase 2 fire/water and earth/air meet up and basically have a bunch of mobs spawned with 2 bosses spawned. Just pull em and kill em all. We usually invised past the mobs to the door to p3 and pulled to there so groups where together and because the 2 bosses spawned one right infront of each of the doors from p1. Undead stays by it's self and has another trial with several waves and a boss basically. Once again you have to kill all of the mobs in all 3 sections before time runs out and depending on how you do things may have to have people gate out and run back.

P3 is everyone joins up together and you've got a big island with mobs on it. You can either head threw the mobs to the portal to p4 and pull there or find a spot on the wall around the outside and pull to there. There are 8 waves of mobs. Each wave has a theme corisponding to one of the gods later on. There are a number of trash mobs and 2 "mini bosses" in each wave. Each mini boss has a chance of dropping some loot including element legs and keys for time backflagging. As soon as you kill the last mob from one wave the next one spawns. After all the waves are dead 2 golems spawn. Each always drops one loot and once those 2 are dead you finish the phase. When we first got there it was a real challenge to keep the pulls coming quickly and in managable numbers so we didn't waste alot of time either waiting for a pull or rezing and meding from deaths.

Once you get past this the timers matter less. Initially you may run into problems while your learning bosses in p4 and beyond but once you start clearing them you have pleanty of time with an hour per god that you just stop keeping track. Total time for a complete clear with a full spawn ends up being over 12 hours which if you can do the whole thing is alot longer than you need.

P4 you zone up and you have 4 bosses. Terris thule, saryrn, tallon and vallon. You have an hour per boss up. Terris thule and saryrn will probably be pretty easy. Bards with resist song going make thier ae's resistable, especially if you've done anything to raise the cap up past 525, aa's mpg trials. At 600 they are pretty easily resistable. The fights are fairly simular between them and we killed saryrn on our first try way back when.

Tallon and vallon are a bit more difficult. Tallon zek does a lot of dps for a boss in time and should be second only to Rallos still. Max melee for the melees so they aren't getting hit by the ae's and a tank with 600 resists does help tho. Other than hitting hard and having mean ae's it's a fairly straight forward fight.

His brother hard for different reasons. He uses an unresistable fd/stun every 30? seconds and the stun lasts for 20 seconds so the mt spends alot of time stunned. Stun resist can avoid the stun portion if the tank has it but aggro control is a must. At 50% he spawns 2 adds you have to deal with.

The other thing to note is the room the 2 zek brothers are in is one big room so you can aggro one boss to the other. A sure fire receipe for a wipe.

Also note there are portals by each boss and they will port you to a plane of for the appropriate boss once the boss is dead so avoid those. People auto ported to PoFear when Cazic dies because they where standing on the portal is not a good thing.

P 5 is much like p4 but the gods have thier little armiess infront of them you have to kill first. Can be ae'ed pretty easily if your prepaired.

For p5's line up you have Cazic, Bert, Rallos and Inny.

Cazic has a couple ae's including a fear which can be a pain. Bert has a couple of ae's and thats about it. Both of them can be pulled from thier side rooms and fought else where like the port in room.

Rallos is the big daddy of dps. He hits hard and pretty fast. Does the most melee dps of any boss in time so pucker up. He also spawns adds as you go, every 25%, so gotta handle those.

Inny has a couple ae's again including an ae fear which can be a pain. He mixes in with that 2 waves of adds at like 70% and 20% or something like that. The adds for both bosses and the bosses themselves are leashed to thier room more or less.

P6 is quarm, the 4 headed dragon himself. He does wander so have a monk or rogue zone up first to make sure he's safely at home. Doesn't hit hard at all, 200-2k or something like that. Has multiple different ae's that go off and change as the fight progresses and some adds to be dealt with but mainly just boils down to resists to resist the ae's as much as possible and heal/cure the groups while ya beat on him.

One final tip don't let anyone play with any of the stuff after quarm is dead until loot is done. If you do you can trigger scripted events that will port everyone outta the zone and close the instance. Not a good idea before loot is done.

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Postby Jin » Thu Apr 27, 2006 3:14 am

Grats on getting to time, fun times to be had :P

Breakdown of time is basically 6 phases where phase 1 is 5 individual trials that have a 18man limit each and all must be completed within an hour to open up phase 2. Any time remaining from phase 1 is added to the 60 for phase 2 where basically 3 trials happens with a 36 man limit each. Undead can be done with 18 so split your raid evenly. After phase 2 is down, everyone meets up for phase 3 where it's a small army of every god that has two named each wave that can potentially drop loot and keys for gimps. I don't remember the time limit on p3, but for the most part pulls will be fast and furious. At the end of P3, 2 giant rocks spawn, kill them for entry to phase 4. There's no trash in p4, just god after god which you have 4 hours to kill, then you can go to p5 where the other 4 gods are with small armies of mobs. Kill them and go to p6 and kill quarm :)

Note:
-In P4, TZ/VZ are in the same room and will aggro if you are not careful while stepping inside, they will test your rampage tanks as they hit twice as hard as TT/Saryn.
If things go bad, you can run out to the table and they will tether back so you won't ever completely wipe.
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Postby Kanamori Hitatomi » Thu Apr 27, 2006 4:35 am

There is something for Phase 3 to remember. If you are fighting at the portal, move the raid out onto the island to kill the last mob or two before the 2 golems spawn (after the last wave is dead). They spawn right at the portal and will hurt a few if you are not prepared for it.

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Postby Scowls » Thu Apr 27, 2006 8:22 am



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Postby Galelor » Thu Apr 27, 2006 11:57 am

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Postby taraddar » Thu Apr 27, 2006 12:20 pm

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Postby Kaledorm » Thu Apr 27, 2006 12:33 pm

We just finished a short series of Time runs for recruits, and it was nice to go back in a few times and see the old place again. Some things I'd like to add. Up until you clear tier 3, the port in spot for anyone coming in is the tier 1 spots. After you clear tier 3, you automatically go from sundial to tier 4, and once you clear tier 4, you automatically go to tier 5. Tier 3 you need a few good pullers, too many incoming can wipe a raid pretty easily, especially if you're just breaking into Time.

TZ have a shaman pure spirit the MT to get rid of the resist debuff he does to help the MT resist TZ's Barbs. Don't let TZ turn around towards raid, much pain lies there. If you kill TZ before VZ, you can pull VZ and fight him in the same corner you fought TZ in, and the 2 clones of himself he spawns should spawn aways away from the raid instead of right on top of it otherwise. When we do Time now we kill TZ and VZ first, but when we first started we killed Saryrn and TT first until we got TZ and VZ down so at least we'd get some loots from tier 4 before raid was called or we ran out of time. The mass tier 5 armies are easily AEd to death. The RZ adds don't hit that hard. Bert has a rain AE that hits for a fair amount and is a mana drain as well. Inny doesn't hit as hard as Rallos (the fear is annoying, you may need a knight with fearless to tank him), but his adds (3 and 80 and 4 at 20) are ebil, they make Inny the hardest mob in Time. Healers should be able to set up oor of Inny's fear and still be able to heal the MT. Quarm, you should not lose to at all with Infusion (and after a kill or two, should not lose without it either).

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Postby shamuofxev » Thu Apr 27, 2006 12:35 pm

Did they ever fix the 6 h limit issue they had when they introduced the fully instanced versions? I know we got kicked out a couple of times at that point with Quarm near dead or unlooted.
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Postby Slithor » Thu Apr 27, 2006 1:31 pm


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Postby Webbie » Thu Apr 27, 2006 2:03 pm

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Postby Beafly » Thu Apr 27, 2006 3:04 pm

Gratz!

You do have to start an instance now before you can zone in. I believe there are sundials spread out around Time A that when right clicked or hailed or something give you the option of starting your instance.

Time is awesome raid fun, for about the first 30 weeks or so. Once you're mastered each of the events, work on speed and compress your Time raids into one long night. Gale's fastest clear was right around 3 hours 30 minutes. Getting it down to one night will allow you to begin GoD progression and epic 1.5s on your other raid nights and still bring in the steady stream of 40-50 loots Time has to offer. Time loot is solid and combined with OoW spells and level 70 will allow your guild to push all the way to Tacvi without a significant stop in between for farming.

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Postby Galelor » Thu Apr 27, 2006 3:21 pm

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Postby Zaviax » Thu Apr 27, 2006 3:49 pm

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Postby Vork » Thu Apr 27, 2006 5:41 pm

My advice? Nothing but blast heal, HoT, and cures should be memmed during P6...Time is your chance to show off...VC routinely uses 3 outta the 4 raiding shammies as MH'ers through the entire script...fun times, fun times.
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Postby Slithor » Thu Apr 27, 2006 6:53 pm

lol, if you're running late and not in the raid and not in the expedition, don't click the sundial. Did this my first time in not knowing how instances worked and created a new one for myself. Looked around trying to figure out where everyone was and was promptly chewed to death by phoenixs.
If you're running late and you're in the raid but not in the expedition, don't click on the sundial either. From what my raid leader said at the time we were doing it, it causes the expedition leader to get spammed by messages.
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Postby Veril » Fri Apr 28, 2006 7:00 am

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